Recommended Posts

Hi all!
This question has been asked many times, but I cant seem to get a clear answer out of it.
When reading NeHe's tutorial for texture -mapping, they have a 256x256 BMP, and a cube with the size of 2.0f each side. when drawing the texture-mapped cube, i see the texture in its original size, 256x256 pixels. The thing is, before drawing the cube, there's this line:
glTranslatef(0.0f,0.0f,-5.0f);
i'm not quite sure what the purpose of it is, except that it moves teh cube 5.0f into the screen.
When i try to make my own texture, say, 32x32, it gets streched out.
So, my question is, how would I know what size the cube would need to be in order to look 32x32, with the texture not being streched? Also, how would I know how much I would need to go into the screen in that case?
In general, I suppose I'd like (if possible) to see a sample code that, say.., draws a cube 32x32 with a 32x32 texture mapped to it; and a, say , 128x128 cube with a 128x128 texture maped to it that looks the correct size too.
I dont know if that made sence, I cant really explain what I want to know....

0

Share this post

Link to post

Share on other sites

Advertisement

Guest Anonymous Poster

It is the size of the cube as it appears on screen that determines the needed resolution for a good texture. If you open your 32x32 texture in Paint or Gimp, you can try to resize it to different sizes and see the results. That will give you an impression of how much screenspace it can fill while still looking good.